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Set scissor on upscale to match camera viewport #14287
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mockersf
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bevyengine:main
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tychedelia:setup-scissor-on-upscale
Jul 20, 2024
Merged
Set scissor on upscale to match camera viewport #14287
mockersf
merged 5 commits into
bevyengine:main
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tychedelia:setup-scissor-on-upscale
Jul 20, 2024
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By setting the gpu scissor on views that have a configured viewport, we can avoid the need to set complicated clear color configs. This is particularly helpful if the user is using mixed hdr (or msaa in the future).
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C-Feature
A new feature, making something new possible
A-Rendering
Drawing game state to the screen
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The author needs to make changes or address concerns before this can be merged
D-Straightforward
Simple bug fixes and API improvements, docs, test and examples
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Jul 12, 2024
This was referenced Jul 19, 2024
paul-hansen
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tychedelia
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Improve camera clear behavior with viewports
Set scissor on upscale to match camera viewport
Jul 19, 2024
paul-hansen
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Jul 20, 2024
mockersf
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# Objective When the user renders multiple cameras to the same output texture, it can sometimes be confusing what `ClearColorConfig` is necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures. ## Solution When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras. ## Testing Ran the `split_screen` example.
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# Objective When the user renders multiple cameras to the same output texture, it can sometimes be confusing what `ClearColorConfig` is necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures. ## Solution When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras. ## Testing Ran the `split_screen` example.
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
D-Straightforward
Simple bug fixes and API improvements, docs, test and examples
S-Needs-Review
Needs reviewer attention (from anyone!) to move forward
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Objective
When the user renders multiple cameras to the same output texture, it can sometimes be confusing what
ClearColorConfig
is necessary for each camera to avoid overwriting the previous camera's output. This is particular true in cases where the user uses mixed HDR cameras, which means that their scene is being rendered to different internal textures.Solution
When a view has a configured viewport, set the GPU scissor in the upscaling node so we don't overwrite areas that were written to by other cameras.
Testing
Ran the
split_screen
example.